Tag: storynexus

The premise of this Storynexus world, Asylum, is delightfully surreal but somewhat alarming. It is, unfortunately, still under construction/incomplete, but it is a testament to the quality of this game that reaching the limit of story content was like having to stop abruptly at the end of a cliff.

As the story’s listing on the SN main page warns, it contains disturbing imagery remniscent of Hellboy and dismemberment. Dream-worlds are overused in Storynexus worlds, but Asylum’s departures from reality adhere strictly to its own brand of logic.

The plot was somewhat linear- there is no real choice- and too little content for the player to decide whether this linearity is a nod to something else deeper or because the game is just like that.

It was intriguing and I would like to see it in its fully-developed glory.

Your unconscious mind flutters from setting to setting, mashing themes together into a bizarre pastiche.
A figure sits down and begins sculpting a pile of mud. The being’s fingers deftly create a human form, but it all sort of slops apart into an incoherent mess. Perhaps mud isn’t the best medium for this. The figure gets up and walks away, leaving you behind. You stand up, seeing the world around you, forlorn…
You are a Fief Lord, dressed in +5 silks, your face a mess of scars from years of war and acne. You surround yourself with piles of precious meat coins and an array of lascivious Libidomancers. Nothing can stand in the way of your feudal glory.
Yellow eyes. The pupils are uncanny ovals, incapable of human emotion. They are alien, wholly Other, but they see you. They see into you. You are drenched in sweat and filth under their penetrating gaze.
But one of their black, ovaloid pupils erupts into a bright light, washing over you. It beckons you, inviting you to the ruminant consciousness.

This SN game stretches the platform and, I felt, uses the platform in a very interesting way.The premise was intriguing enough: you are stuck in one hour of your life, endlessly revisited and relived.

Language: This game makes use of terse, short, conversational sentences. In one part, there is barely any text, just pictures. Certainly an unusual and unique use of the icons in Storynexus, and I thought it was quite well done too.

Plot: As the game is not yet complete, it would be unfair to review the game based on what I saw.

Mechanics: Very well-considered in the sequence of cards presented to the player, which leads the player through not more than a few threads at a time. It takes some meticulous tweaking of the cards and thinking through to make SN games like this.